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11 November 2009

The Ballad of Gay Tony Is the Straightest Grand Theft Auto Ever

The Oedipal drama that would normally ensue in father-son stories is inverted, though, perhaps as a result of Tony's homosexuality.
Your brand of charming homosexuality, Tony, it’s kind of run out of steam.
—Rocco Pelosi, Grand Theft Auto: The Ballad of Gay Tony

This discussion of The Ballad of Gay Tony does contain spoilers.

The Ballad of Gay Tony is the straightest Grand Theft Auto ever. Okay, well not exactly (or perhaps, what my title implies isn’t exactly what I mean).  Nevertheless, despite its title, heterosexual sex acts are considerably more common than homosexual ones in The Ballad of Gay Tony.

This is due in large part to the significance of sex to this particular iteration of GTA but also due to the nature of the protagonist of this game, Luis Lopez, a partial owner of one of the hottest clubs in Liberty City, Maisonette 9. Lopez is a ladies man, unafraid to shake it on the dance floor in order to get a little on the side, and he is also the number one of the man who owns the controlling share of Maisonette 9, Gay Tony Prince.

When The Ballad of Gay Tony was announced, I was certainly surprised, left wondering if Rockstar had decided to feature a homosexual protagonist in one of their games.  That Gay Tony would not be the persona that players would be taking on was rather quickly made clear in Rockstar’s promotion of the game.  Still though, Gay Tony is a most crucial character as the title of the game implies, and his presentation is fairly fascinating given Rockstar’s history of creating cartoonish stereotypes of both gays and racial and ethnic groups as part of their parody-laden crime sagas.

As the owner of a nightclub that is signified by a description of an architectural space and designated by a number, Tony largely seems to be a kind of re-imagining, of Steve Rubell, the gay owner of Club 54.  Unlike Rubell, a man referred to openly as Gay Tony is obviously not closeted (he also owns a gay nightclub called Hercules), but Tony has been running clubs since 1987 very close to the year of Rubell’s death from AIDS.  As a result, Tony seems to be a kind of consideration of what a man like Rubell would be doing in the 2000s, and Tony is certainly prone to Rubell’s darker tendencies as he maintains a pretty substantial coke habit as well as exhibiting symptoms of paranoia and stress as a result of operating his businesses.

Club life is the central focus of The Ballad of Gay Tony, which brings us back to the sex act as a central concern of this version of GTA.  Much like Studio 54, Maisonette 9 is a hotbed of hormones.  Dancing leading up to the sex act is a tale as old as time and one written into nature itself as humans mirror the animals in performing mating dances to get the juices flowing.  The game features the ability to participate directly in such mating ritual as Luis can shake a little tail to get a little tail at the club, and his conquests frequently give out phone numbers that can be dialed up for health boosting booty calls at any point during the game.

In that sense, Gay Tony‘s sensibilities are a bit retrograde by linking sexual habits with criminality.  Much like crime fiction of the early twentieth century, homosexuality in crime fiction is often chained to the seamier aspects of life, including the criminal.  As anyone who has read a Raymond Chandler novel or two knows, crime novels tend to associate homosexuality with generally deviant lifestyle choices, and thus, homosexual characters in crime fiction are frequently associated with pornography, drugs, and the like (I’m thinking of novels like The Big Sleep for example).  Tony’s occupation and personal habits connect him to such things, but Luis’s promiscuity also marks him as being deviant from the mainstream ideal of monogamous sexuality.  Thus, the title Gay Tony might imply that sex of a wilder or more taboo nature is going to be explored or expressed in the game, sex that might be viewed as a “normal” part of a more licentious lifestyle, like that of a man dabbling with underworld connections.

However, Luis’s promiscuity is complicated by his own background, which is as a son whose own father abandoned him.  Curiously, this complication also connects him more closely to Tony.  At several points over the course of the story, Luis suggests that Tony has been like a father to him, having been the one to get Luis employed and on the straight and narrow (or at least out of prison) after running afoul of the police in his younger days.  Tony, too, mentions that Luis is like a son to him.  Thus, the game is less than retrograde in presenting a rather daring and progressive version of a father-son story, one in which the “father” is a homosexual.

The Oedipal drama that would normally ensue in such stories is inverted, though, perhaps as a result of Tony’s homosexuality.  Luis is not especially threatened by his “father’s” power as neither one compete with one another over a mother or any woman for that matter.  Freud would suggest that such competition is a necessary part of the psychology of becoming an adult.  The symbolic act of killing the father becomes foundational for becoming a mature adult capable of taking on the authority of being a father himself.  However, when faced with the dilemma of having to literally kill Tony near the climax of the game (which is a result of some mobsters needing the head of one of the two men because a diamond heist has put the two into bed with and in the cross-hairs of several criminal organizations), Luis chooses to save the man (as Tony did the younger Luis) rather than to destroy him and take his place (as the mobsters offer Luis the opportunity to do).  Indeed, throughout The Ballad of Gay Tony, Luis spends much of his time caring for this adopted “father” whose addiction is leading to some really bad decision making on the part of the elder of the two men.  This curious re-structuring of the Oedipal conflict with a homosexual and a heterosexual father and son removes conflict from their relationship altogether and offers instead a co-operative version of the relationship in which one man brings up and nurtures the other and then the other likewise returns the favor.

Thus, despite Rockstar’s frequent employment of stereotyping ethnic and sexual identity for the sake of parody, The Ballad of Gay Tony actually becomes a rather different kind of discourse on the development of human beings and their relationships to one another because of (not in spite of) their differences.  Social deviance becomes a means of uniting very different people rather than in dividing them from society.  Instead, Tony and Luis manage to form the most fundamental of social units out of deviance, a family.

G. Christopher Williams

Multimedia / Neuromance 

4 November 2009

Democratizing Dictatorship: Tropico 3

Despite being a simulation of dictatorship, Tropico 3 is largely about questioning authority.
cover art

Tropico 3

(Kalypso Media; US: 20 Oct 2009)

Official Site

In Tropico 3, you take on the role of a Latin American dictator on a fictitious island in the Caribbean.  Sounds like fun, right?

Well, as anyone who likes to play god in simulation games by taking on the role of managing cities, zoos, movie studios, or amusement parks can tell you, doing so is generally a fairly complex undertaking that generally tests your own abilities in administrating but rarely tests your authority.  Despite being a simulation of dictatorship, Tropico 3 is largely about questioning authority and also about questioning the ideals of those politically motivated enough to arrest power.

Like other god games, this one will have you building an economy while developing and managing resources (both natural resources as well as people).  Unlike other god games, the political aspects of leadership become an additional management issues.  While “El Presidente” is free to make decisions about what to build and how to allocate the treasury of Tropico, he or she will also need to pay attention to the interests of a host of interest groups that influence the tiny people that find themselves under the sway of your “benevolent” guidance.  These interest groups range wildly from Capitalists to Communists to Militarists to Nationalists to the Religious.

As a result, while the various scenarios that the player can choose to play out in campaign mode have specific overarching goals (like shipping a certain amount of tropical goods over the course of several decades or building an economy based on oil profits or staying in power for three decades or socking away a large amount of cash in your Swiss Bank account before your tenure as dictator is over), any of these specific goals can only be met by kowtowing to the whims and needs of these various interest groups.  While building up an agriculturally based economy might seem like a simple enough goal, try doing so at the same time that religious Tropicans want you to build them a cathedral or the military wants better pay for those that defend Tropico against foreign and domestic threats (especially domestic threats but more on that in a moment) or the Communists are demanding better health care for all Tropicans.

Thus, Tropico suggests that you might play at being a seeming “master of men” while exposing the political reality of such “mastery”: that even a dictator has to bow to the demands of the little people if he or she wants to remain in power.  An almost Jeffersonian claim concerning the assumption that power is only granted through the will of the people underlies this democratization of dictatorial power.  This is democracy born of antagonism with the people, though, not by being directly empowered by them.  Indeed, any of the interest groups (of which there are seven in total in addition to the foreign interests of the US and USSR, since the scenarios are all set during decades of the Cold War) that might choose to begin attacking the infrastructure of the nation if they become sufficiently uncomfortable with your power.  Particular groups, like the Militarists, become especially thorny problems as they may simply mount a palace coup and remove you from power altogether if their needs are not addressed or if they feel that the safety of Tropico is threatened.  Elections may also be difficult to control (though, fraud provides some limited options) if a large enough group of variant interest groups find themselves generally dissatisfied with the fruit of their dictator’s labor.

Tropico then is played as a balancing act made up of constant political pandering.  The addition of edicts that can be issued unilaterally aids this process of pandering.  Edicts change the rules of the game and also cost a regular amount of money to maintain over a period of time.  Some edicts are just generally helpful to the Tropican community.  For example, the literacy edict improves relationships with the Intellectuals but also improves education and skills among Tropican workers.  However, the more interesting edicts are those that tend to pit interest groups against one another.  Declaring same sex marriages legal on Tropico will help to assuage any rifts that you have managed to create with the Intellectuals, but the edict will also open up new rifts with the Religious.

This emphasis on practical pandering, too, emphasizes another aspect of the game’s themes concerning the nature of politics themselves.  Since you have your own goals as dictator, which are not necessarily bad for the people of Tropico (building a grand economy for them couldn’t hurt could it?), practicality and pragmatism tend to trump any kind of adherence to political philosophy or ethics.

This Machiavellian vision of the machinery of the political can be quite pleasing from a gaming perspective as well as leading to often cynical observations about how certain philosophies’ ideas can be used pragmatically rather than idealistically to meet the goals of the individual in power.  A troubling but also surprisingly thrilling moment for me came in a scenario in which I was building a very strong economic infrastructure and realized that my workforce was not sufficient to maintain my economic engine.  My relationship with the Nationalists was quite poor at the time as I had hired a good many foreign workers to try to keep up with my need for a larger workforce.  However, my open immigration policy was pushing them towards rebellion.  I had never had the need to issue a contraceptive ban during the game before as I had merely seen it as a way to please the religious while pissing off the intellectuals.  Doing so seemed a pointless tradeoff of potentially rebellious citizenry.  However, I suddenly saw the very pragmatic purpose of “finding religion” and additionally realized that doing so could also benefit me by creating a native workforce, thus, stabilizing my fractured relationship with the Nationalists.  Philosophy and ethics bore very little relevance on my quick decision to issue the ban.  I needed more Tropican babies and the religion of Tropico allowed me to create them.

It is these moments of pragmatic insight and decision making that carries with it complex consequences (hurting you in some ways and helping you in others) that make the simulatory politics of Tropico 3 most interesting as they are expressed through gameplay.  Being a dictator is indeed fun, but it is also a rather wicked way of coming to understand the practical ramifications of seemingly absolute power.

G. Christopher Williams

Multimedia / Neuromance 

28 October 2009

Hard Boiled Heroism For the Kids: MySims Agents

The game is less interested in presenting a building simulation (as the previous games in the series were) as it is in presenting a world of mystery where persistence, not problem solving, is key to resolving a mystery.
cover art

MySims Agents

(Electronic Arts; US: 29 Sep 2009)

Official Site

There are also a few badly-scared champions of the formal or the classic mystery who think no story is a detective story which does not pose a formal and exact problem and arrange the clues around it with neat labels on them. Such would point out, for example, that in reading The Maltese Falcon no one concerns himself with who killed Spade’s partner, Archer (which is the only formal problem of the story) because the reader is kept thinking about something else. Yet in The Glass Key the reader is constantly reminded that the question is who killed Taylor Henry, and exactly the same effect is obtained; an effect of movement, intrigue, cross-purposes and the gradual elucidation of character, which is all the detective story has any right to be about anyway. The rest is spillikins in the parlor.
—Raymond Chandler, “The Simple Art of Murder”

In attempting to distinguish the hard boiled detective story from the kind of “parlor” detection of traditional British detective fiction, Raymond Chandler suggested that a distinct difference emerges in the interests of these two subgenres of mystery.  The latter “classic” form is concerned with solving a formal problem.  Hard boiled or American crime fiction is more concerned with setting a tone and resolving mysteries through movement, intrigue, cross-purposes, and the elucidation of character.  What this difference boils down to in practice is that detectives like Sherlock Holmes, Miss Marple, and Hercule Poirot become logicians that draw conclusions based on careful studies of evidence and formal problem solving all while sipping tea in the parlor.  Detectives like Philip Marlowe and Sam Spade don’t so much investigate by reasoning out solutions as much as they get their hands dirty by wading into the muck of the world that a crime takes place in in order to see what might shake out.

The British detective is brilliant, insightful, and driven by logic.  The American detective is persistent.

G. Christopher Williams

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Multimedia / Neuromance 

21 October 2009

Inclusive Criminality: Multiculturalism and Saint’s Row

Unlike the radical individualism that marks and perhaps romanticizes the protagonists of Grand Theft Auto, Saint's Row succeeds in creating a positive response to the Saints through their representation of them as a gang of slightly more thoughtful, slightly more opened minded thugs.

Most games based on the Grand Theft Auto formula of creating an open world, in which a player in the form of a criminal is allowed free reign to explore and dominate a world, have a tendency to attempt to distinguish themselves from this forerunner in some fundamental kind of way.  Games like The Godfather or Scarface have attempted various ways of changing up the open world formula by grafting area control and economic development elements into the mix of shooting and driving components that form the basis of GTA-style gameplay.

These additions to gameplay are welcome enough to fans of this form of crime fiction.  They also seem appropriate given that the player is taking on the role of a criminal and being allowed to play out the “business” of being a member of an organized crime syndicate or gang seems a sensible choice for building a more complex gaming system. 

However not all GTA clones have sought to make major innovations in the genre. Realizing the successfulness of the series lies in the experience of ripping off cars and creating mayhem alongside its generally satirical and absurd tone, THQ’s Saint’s Row (while sometimes making some subtle improvements to certain weaknesses of the GTA-style “thug simulator”) has largely chosen to adhere to the basic gameplay concepts and generally parodic qualities of its source of inspiration.  This tendency has led to a number of folks observing that the game is something of a GTA “clone” (a truly dreaded term given its usual implications of merely being a rip off of a more successful original).

Nevertheless, I would argue that the Saint’s Row series does distinguish itself from GTA in some subtle ways that are perhaps more related to some of its presentation of criminality than in its approach to gameplay.  While GTA games tend to focus on a kind of central and largely solitary protagonist, there is a greater emphasis on collectivism in Saint’s Row that is interestingly very much antithetical to exclusive individuality as its gang culture is rather radically inclusive.

Now the notion of radical inclusivity should at once raise some eyebrows when discussing gang social dynamics.  Seemingly much of the gangster lifestyle can be equated to a kind of tribalism that may be related to territorial interests or even hereditary or biological ones.  Gangs form around territory and shared interests, and thus, gang members surround themselves with fellows of similar socioeconomic backgrounds as themselves.  Or gangs are organized, like the Mafia, around family units that similarly have related social and economic interests that they wish to defend.  In either case, most gangs have a tendency towards homogeneity rather than towards recruitment of a diverse membership.

The original Saint’s Row certainly represented this tendency clearly through the gangs opposed to the 3rd Street Saints.  Los Carnales, the Westside Rollerz, and the Vice Kings all had a pretty homogeneous racial make-up (race being a relatively easy visual marker for representing such commonality) as each was largely made up of Spanish, Asian and white, and black gang members respectively.  Curiously, the gang that the player’s avatar finds himself a part of distinguishes itself from these three gangs through its racial diversity rather than its racial and ethnic homogeneity.  The Saints colors, purple, are the only color that marks this group’s unity unlike its opposition whose skin colors were largely as common to one another as their chosen gang colors (the Westside Rollerz represented some slight degree of diversity with their seemingly biracial make-up, however, the Rollerz social class represented by their more suburban territory might serve as a further homogenizing element).

Given the positive valorization of racial and ethnic diversity in contemporary Western culture, the Saints embrace of inclusivity has a subtle effect on the player’s perception of the gang.  They are clearly the most civilized of these warring tribes of thugs, since they are so progressive and open minded.  Unlike the radical individualism that marks and perhaps romanticizes the protagonists of Grand Theft Auto, Saint’s Row succeeds in creating a positive response to the Saints through their representation of them as a gang of slightly more thoughtful, slightly more opened minded thugs.

The gang’s leadership is similarly marked with this commitment to diversity as the Saints’s leader Julius is black and his lieutenants are Asian and white (though there are no major hispanic leaders).  This inclusive make-up is even helpful to the gang, since its members find themselves more capable of slipping moles into their rivals ranks; they have members that “look like” their rivals.  Diversity here is not simply a mark of the civilized, but it also demonstrates how such a strategy of inclusivity is advantageous and “smarter” than racial homogeneity.

Of course, some of the reason for the racial diversity of the Saints might be attributed to THQ’s decision to give players of Saint’s Row considerably more freedom in creating an avatar of that player’s own design.  Unlike Grand Theft Auto, whose characters are necessarily defined by the game’s narrative, Saint’s Row contains a fairly robust character creation system that allows the player to design their ideal criminal’s appearance, including racial characteristics. 

Indeed, the race and ethnicity of GTA characters are deeply wedded to the storyline that Rockstar has in mind for each installment of the series, and thus, the sort of freedom that Saint’s Row is looking for in crafting a character seems unlikely given the significance of various characters’ backgrounds.  Tommy Vercetti’s Italian heritage links him to his Mafia roots, CJ Johnson is a young black man from a Los Santos ‘hood, and Niko Bellic hails from an unnamed Eastern European country that has been devastated by war and left Niko with an axe to grind and a killer instinct.  The story of an inclusive gang allows Saint’s Row to give the player more freedom in crafting a racial identity of their own without interfering with the story.

Interestingly, this same system’s expansion in Saint’s Row adds an even more radically progressive inclusivity to the identity politics of Saint’s Row.  Since the protagonist of the first game was badly burned in an explosion on a yacht at the conclusion of the first game, Saint’s Row begins by allowing the player to once again select this character’s appearance.  The attempted assassination of the character becomes a useful conceit for justifying this change as reconstructive surgery.  What is especially radical about this chance to “update” the character’s look (assuming the player played the first game) is that not only can the player choose to change up the character’s hair and eye color alongside his race, but it is that the main character’s gender can be reassigned as well.

To my knowledge, no other open world crime game has allowed the player to play as a woman, let alone as a transgendered character.

Before considering this decision’s implications for the player, though, it should be noted that Saint’s Row 2 largely maintains its distinctions between the “good gang” and the “bad gangs” through racial unity and diversity.  Saint’s Row 2 concerns conflicts with a Japanese gang and an Afro-Caribbean gang.  A third gang, the Brotherhood, is interestingly more homogeneous in nature, which is especially interesting because they initially attempt to form a truce with the newly reformed Saints, suggesting, perhaps, that this more inclusive style of gang membership does lend itself towards more peaceable and civilizing tendencies.

Returning to the reconfiguration of the player’s avatar, though, players who adopt a new racial identity may certainly note how easily they are once again adopted into the Saints despite their change in appearance, but a player who adopts the role of a transgendered gangster will likewise find that their former colleagues have managed to maintain an extremely progressive stance towards identity, which might be surprising given the radical nature of their change

Now, I don’t want to make too much of the scripting that acknowledges identity and identity change in the second game as it is largely played as a joke, but I find it notable that the nature of the joke largely changes based on the player’s choices in reshaping their identity and their choices made during the prior game.  In that sense, Saint’s Row exhibits a really interesting consequence of a medium that allows its audience to alter the course of the narrative.  While a script is in place for the game regardless of those choices (the linear narrative will remain regardless of the player’s choices about character creation), the way that those lines are interpreted by the player are directly affected by such choices and thus do alter the message of the text because the context in which the lines are understood changes their signification.

The notion that meanings need to be reconsidered under certain contexts are common enough in literary works.  For example in Natheniel Hawthorn’s Scarlet Letter, Hawthorn acknowledges a symbol’s meaning can change given its context in a number of ways and that when such changes occur that their consequences are meaningful whether that meaning be intended or not.  The Scarlet Letter A itself is intended by the Puritans to mark Hester Prynne as an adulterous.  However, since Hester is allowed to design it herself, she sews an emblem that is highly decorative and ostentatious, something potentially beautiful.  When she emerges before the Puritan women with the A on, they are offended by its message, both because it is emblematic of Hester’s sin but also because it is so ornate and beautifully made that it also suggests a defiance in its wearer (probably very much an intended message on Hester’s part).  Later in the novel, a Native American visiting the Puritan community sees Hester’s A and assumes that she is a personage of great honor and power.  This alternate reading of the A results in an unintended message that nevertheless has consequences as it alters the way that he chooses to behave towards her. 

To illustrate what I mean in the context of the Saint’s Row series, players who choose to play both Saint’s Row and Saint’s Row 2 as a man are likely to find Johnny Gatt’s comments (Gatt is a former lieutenant in the Saints) to be mildly amusing when he notes that the player looks like he has changed in some way and asks the protagonist, “Did you do something with your hair?”  If the player has altered their race, this comment takes on an understated and ironic tone However, the joke reads even more differently when the player has chosen to adopt a female role for the second game.  Gatt’s wildly, understated comment is all the more ironic in this context, but it is also serves as a kind of reassurance that Gatt still recognizes and is not rejecting the appearance of the character. 

Thus while joking, Gatt still seems pretty accepting of a big, big change in the character.  In this context, the superficiality with which he treats the transformation becomes a kind of acknowledgement of an essential respect for the character, especially because this comment is one of the game’s few acknowledgements of such a radical identity shift.  Gatt’s interactions with the character then revert to something resembling the general camaraderie that his character showed towards this same individual towards the close of the first game.  Thus, unlike just choosing a new eye color for a character and having Gatt shrug it off, Gatt’s joking acknowledgment of radical identity reassignment, followed by his resumed comfort with the character speaks quietly but clearly to a sense that the character’s essential self is respected regardless of what physical changes have been made to the character.

There is little else to say regarding the gender reassignment possibilities in Saint’s Row 2, and while it may well be that the game’s developers didn’t bother to seek to explore the complexity of this issue in the game’s script, the near silent acceptance of such transformation tends to speak volumes in the context of the game’s commitment to accepting and embracing diverse identities.  Maybe it is just a character creation thing but curiously that mere mechanism sends rather interesting messages whether intended to do so or not about the nature of assigning identity through appearance.

G. Christopher Williams

Multimedia / Neuromance 

14 October 2009

The Gleam of Electric Sex: What Video Games Might (or Might Not) Teach Us About Sex

We may have to reconsider who we are as we play out the sexual experiences of someone else.
Only one thing could’ve dragged me away from the soft glow of electric sex gleaming in the window.
—Ralphie, A Christmas Story (1983), MGM/UA Entertainment

Much like the “major award” won by Ralphie’s father in A Christmas Story, contemporary video games with “the snap of a few sparks, and a quick whiff of ozone” tend to offer rather ideal, if incomplete images of lurid matter to their audience.  Indeed, sexuality tends to get treated in one of two distinct ways these days. 

The first treatment appeals to Ralphie’s voyeuristic curiosity at the sight of the simulation of an adult female leg in its electrified form, the infamous leg lamp itself.  Getting to view some T&A in a Leisure Suit Larry game as a result of solving some puzzles or beating some mini-game or getting to ogle Dead or Alive babes clad in the scanty suits that took a lot of effort and deductive skill to convince those women to put on are both ways of treating electric (or stimulatory) versions of sex as if such images are indeed “a major award”.  After all, they serve as a visual reward for the player’s efforts in the game.

The second common treatment of sex is to reduce it to manual operations, seemingly a more suitable and participatory effort than other media can usually provide in their expressions of the pornographic. Film, television, and books can merely offer the same fleeting voyeurism of the aforementioned games, but video games offer the opportunity to participate in the representation of sex by potentially simulating its process and not merely by representing images similar to it as a Playboy magazine might. 

While Ralphie’s groping of the leg lamp in A Christmas Story has a certain passionate pubescent charm to it, efforts of the manual variety in recent video games maintain the cold, plastic feel of a mannequin leg and teach probably less about effective groping than Ralphie’s initial efforts at such business.  The sex mini-game in God of War reduces sex to the stabbing motions of button mashing (while obscuring the activity as the camera modestly turns its gaze away from the ménage à trois that Kratos is participating in).  Similarly modest is the Saint’s Row “ho-ing” mini-game that allows only the view of a bathroom door behind which some lurid behavior is apparently occurring between the player’s avatar and a john.  The only participation in this activity is represented by some odd manipulations of the right and left sticks of the controller that vaguely resembles the mechanics of a rhythm game.

Such efforts reduce sexual representation to some kind of weirdly mechanical process. Participating in simulated sexual acts in these games seem to maybe offer less insight into what sex is about than traditional passive, voyeuristic pornography does.

That is why I was fascinated by a recent interview with David Cage of Quantic Dream, the developer of the forthcoming Heavy Rain.  In the interview published in the October 2009 issue of Game Informer, the interviewer comments on a sequence in the E3 demo of the game, in which one of the game’s protagonists, Madison, is forced to strip at gun point by a mob boss.  The interviewer reports that playing this sequence “made me feel uncomfortable”.  Cage responds by saying:

Fantastic.  You know what?  That is exactly what we wanted.  Exactly.  It was really funny to read the reactions to this scene because people were kind of confused.  They really feel uncomfortable because it’s a really strange situation . . . You control a girl and you’re forced to strip in front of a guy, and the guy is really disgusting . . . Yes, it’s a strong moment for the character.  But if we managed to make you feel uncomfortable it is because at some point we made you believe you were Madison.

If I am interpreting Cage’s thinking correctly, he seems to be suggesting that Heavy Rain is moving beyond the voyeuristic simulations of sexuality offered by countless other forms of more passive media and also beyond simply making a participatory simulation of sexuality into a mere simulation of the “‘ol in-out, in-out”.  Instead, what seems to be offered here is a potential simulation of some of the psychology of the sexual experience. 

In this particular instance, the psychology is particularly fascinating as it is likely a rather novel experience for the largest demographic of video game players, males.  If feminist theory concerning the tendency for women to become the object of the male gaze holds any credence, the experience of being made object to that gaze may be an entirely new experience for many players.  Indeed, it may also be an uncomfortable one as traditional gender roles and perspectives may be tested and reversed as a result of being made to “believe you were Madison” because players will participate in this humiliating act rather than merely view it.

Certainly, Cage and Quantic Dream’s efforts are not entirely new.  Many video game players have toyed with gender bending experiments such as playing avatars that represent themselves as the opposite of their own gender.  I have played female avatars in online games and have noted differences in the ways that I am treated when playing as a female character as opposed to a male character.  Largely, my own experience had led me to observe that I seemed to receive a lot more gifts from other players when playing as a female (which may suggest something about cultural norms and expectations concerning male-female relationships). 

However, this limited sort of experience was not placed in the context of a story or a character whose entire personality is coded as female (my avatar was always driven by my own personality as I am not one to play “in character” in games, not attempting then to specifically act like the character that I am playing in the context of the gaming world).  Adding layers of storytelling and the more objective, dramatic qualities of scripted and directed behaviors into this mix may produce more focused statements on sexuality than we have seen in gaming thus far and may push this participatory art in directions that the passive arts are limited in exploring.  Because we may have to reconsider who we are as we play out the experiences of someone else.  Games have the potential to create empathy with characters rather than the sympathy that film or books might evoke in watching someone else suffer or experience pleasure. 

Such illumination might shed some interesting light on sexual issues by provoking emotional responses from players invested in “being” their characters rather than practicing the merely mechanical aspects of sex as if it were a mere game or puzzle to be solved.  I am hoping that more developers are willing to produce a more interesting and insightful vision of real sex through the simulation of the electric, rather than offering us the same leering peeks at it through the window that we have had before.

G. Christopher Williams

Multimedia / Neuromance 

7 October 2009

Moving Pixels Plays Telephone Part 2: “Ganking” Broken Systems in Video Games

 
This week our Moving Pixels writers decided to play a game of telephone. Leading off with some observations about considering whether or not the idea of “ganking” can be applied to single player experiences, L.B. Jeffries began a discussion that has considered what rules mean to players. G. Christopher Williams is now continuing this discussion by considering the differences between what we mean by playing and gaming and how those ideas relate to rules and the freedom of violating them. Nick Dinicola will conclude our series on Friday, so please do stop by for the discussion's conclusion.

In yesterday’s Moving Pixels Column, L.B. Jeffries considered the concept of “ganking”, a term commonly applied to multiplayer gaming experiences and how the problematic concept of players finding loopholes to circumvent rules in a game might additionally apply to single player experiences.  Jeffries began his essay with a kind of real life example of how a system might be “ganked”, which I guess is a good enough place as any to respond to some of his intriguing thoughts on the issue of how rules and the violation of rules might boil down to a desire on the part of players to simply have the freedom to merely “play”.

Jeffries’s initial real life example considered the decision to enact a law to ban highway signs along certain stretches of roadway in order to beautify them. When the owners of the billboards brought suit against the government for essentially seizing their property, courts upheld the law but required that the owners pay the billboard owners in order to cover their losses.  Since the government couldn’t pay, the owners maintained their billboards.  The intended rules still exist in this scenario, but they have also have been effectively circumvented.  Thus, the system allows for violating the rules despite the rules continued existence—something akin to ganking.

Jeffries goes on to offer some quite compelling examples of how players then might want or need to be able to violate some rules in order to better enjoy the “system” within a game.  While I hesitate to propose a counter argument to this in a political sense (I consider myself a staunch libertarian and thus desire to align myself against rules on general principle and promote freedom) nevertheless, as I have considered Jeffries ideas, it occurred to me that one problem that I have with this notion of encouraging player “freedom” might be an idea that I was troubled by that is embedded in his real life scenario.  Sometimes laws and rules aren’t good to begin with.  It may not be that we need to abolish law but that we need better law.  The “ganking” that occurred as a result of these rules becoming problematic in practice may indicate that the weakness of the design of a rules system (indicated by the potential collapse or lack of necessity for a rule altogether) may indicate that the rules themselves are weak ones and needed to be reconsidered altogether.

To return for the moment to questions of system ganking that apply to multi-player games for instance, I am reminded of the problem that exists for many co-operative MMORPGs concerning power leveling.  Since characters in a role playing game gain power by gaining experience (usually through combat) in a role playing system, the obvious temptation to circumvent the standard rules of gaining experience at a controlled rate by killing monsters exists.  Often players do so by piggybacking on the greater powers and leach additional experience from other higher level characters by teaming with them in order to kill monsters that lower level players should be unable to kill.  Since much of the challenge of the game is predicated on a rules system that suggests how quickly a character may be developed, nevertheless, players do not often want to go through this “grind” and often for good reason.  If your pals play City of Heroes every night for 4-6 hours at a time, and you would like to join them but you are burdened with real life responsibilities like a spouse and a job, taking the time to level up alongside them might become difficult for you.  Since you can’t stay up until 3AM every night, you are going to quickly fall behind your friends and find that you can’t play at their level: the “rules” are prohibitive when it comes to low level characters challenging mid to high level content.

This indicates a conflict of the needs of the player and the designer in generating rules for playing. Perhaps, then, a compromise or reconsideration of the rules might resolve this problem.  Interestingly, City of Heroes implemented rules to deal with power leveling and to address the needs of the casual gamer.  A “sidekick” system was put into place that allowed a lower level player to become a sidekick to an upper level player, effectively increasing the low level player to the level of the high level player (thus, allowing low level players to participate temporarily in higher level content areas with their friends).  However, experience gains were adjusted so that the low level character did not gain access to high level experience.  An inverted version of this system (the name of which escapes me) was also implemented allowing high level characters to essentially “sidekick down” to low level content and again adjustments were made for experience point gains.  While these rules still contained some problems, they were a better “law” than the one currently in place as they allowed for what players wanted to do without violating the intentions of the system.  Additionally, such solutions indicate that the answer to resolving system ganking might not always be met by “nerfing” or by simply letting rules become purposeless (as in Jeffries’s example).  Sometimes adjustments can be made to make a law better and suit the needs of the player’s interests and the designer’s intentions, a balancing of needs.

One type of single player “ganking” of the system that has always bugged me is the exponential growth of economies in simulation and other types of games.  While in games like The Sims the player usually begins the game with scarce funds, eventually (and generally quite early in my experience) an efficient player will find that his own personal income will rise as a result of taking good jobs and managing resources well at a rate that far outstrips the cost of items that that cash is intended to buy.  Once you have a couple million simoleons buying whatever is necessary for your sim home becomes an invisible expense as you generally can simply buy at leisure, reducing the challenge of managing resources in a game whose rules partly (if not wholly) depend on keeping a handle on an economy.  While we could just chalk these moments up to a kind of lovely sense of freedom that this experience creates for the player (getting to experiment without effort with every item in the game), that the system can be ganked economically may just indicate that the rules of economy are badly implemented and that, for the next iteration of the game (or games like it), that better rules might be put into place that maintain the intended challenges of the game.

One such solution to the economics issue is a recognition that stop gaps need to be created on progressive economies and assigning ways of encouraging the player to starategize about managing resources better.  For instance, things like time limits might be helpful.  Generally, more traditional economic board board games like Puerto Rico, Caylus, and Agricola have recognized such problems and attempted to resolve them in this way.  All three games concern creating mechanisms to generate resources in the most efficient ways possible in order to score the most points to win the game.  Since building an economic machine that is efficient and that is unencumbered by random acts of God that might interfere with a real life economy means that eventually profits will boom wildly out of control, designers like Uwe Rosenberg and Andreas Seyfarth have placed limits like a certain amount of turns to play or game ending conditions that halt production before it becomes absurd.  As my recent review of Majesty 2 observes, such limiting factors can be put in place in the scenarios of an RTS in order to control for the hyper-production that ruins the challenge of struggling with resources rather than finding this essential element of the challenge of playing such game to be only burdensome at the game’s start.  Again, this isn’t an example of abolishing or ignoring the rules of a system but adjusting them to balance the competing needs of player and designer.

I am assuming in some sense that most players, ironically, are interested less in “play” (a term that I associate with freedom and the violation of rules), perhaps, than they are in “gaming” (a term that I associate with challenge, competition, and learning how to function well within a system of rules).  I, also, do think some questions might also be raised about the desirability of gaming (the pleasure derived from knowing that you have won a game because you played within the rules well) and the desirability of experimentation, or more simply put, “cheating” (the desire to see if you can gank the system by breaking the rules well).  But, perhaps, those are issues that Nick Dinicola will address on Friday.

This discussion began with Moving Pixels Plays Telephone Part 1: Considering “Ganking” the System in Video Games and concludes with Moving Pixels Plays Telephone Part 3: The Right to “Gank” the System in Video Games.

G. Christopher Williams

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